Grail Knight – Bretonnian Tank

“I trekked for days through those accursed mountains. In my dreams the Lady appeared to me and pointed me down that path, but I knew not why. The journey of the Questing Knight is often mysterious an shrouded in mist, but I surely felt as if I had misinterpreted the dream. I had fought in the wars against Araby, roamed the streets of Mousillon at night, slain a mighty orc warlord, and yet the Lady has not graced me with her blessing. It wasn’t until the sixth night in the mountains that I saw why I had been sent here – a massive drunken centigor had been harassing a small hamlet. Surely this was my calling.” Godric of Carcassonne

Grail Knight

Archtype – Tank

Armor – Heavy

Weapon – Sword or Hammer & Shield; Great Sword or Great Hammer

Mechanic – War Chargers

You call powerful steeds to your side and ride them into combat. Each steed has a different bonus ability and grants you a different Mindset. Certain abilities require steeds and/or Mindsets. The wounds, toughness, and initiative of your steed are one half of your stats. If you are dismounted (your pet is killed or an ability dismounts you) then your Mindset persists until you summon a different mount granting you a different Mindset or your buff expires. While mounted your chance to critically hit with melee attacks is increased by 5%. War Chargers increase your movement speed by 5%.

Mastery Trees

Cavalier – A focus on great weapons and going on the offensive on foot

Paragon – A focus on defensive combat and rallying your allies

Paladin – A focus on mounted combat while weakening your opponents and giving your allies the power to finish them off.

R1. Throwing Dirk <Core Ability> A ranged attack that deals 21 damage to your enemy, and can severely wound them for 101 damage if hit from behind. 20AP, 1s Cast, No CD

R1. Menacing Blow <Paragon> A powerful attack that deals ‘x’ damage and causes monsters to hate you more than normal. 30AP, Instant Cast, No CD

R7. Do You Seek A Challenge? <Taunt> You enrage your enemies, interrupting any currently building abilities and forcing monsters to attack you. While taunted, your opponent will take 30% more damage from your attacks. This effect will fade after 15 seconds or after your opponent has hit you 3 times. 20AP, Instant Cast, 15s CD

R8. Purest Blade <Cavalier> Your blade has been washed in the waters of the Lake. You deal ‘x’ spiritual damage to your opponent. This ability requires a Great Weapon. 35AP, Instant Cast, 2s CD

R9. Purity Burns <Cavalier> The holy waters on your blade seep into your enemy’s wounds causing them to take ‘x’ damage every second for 3 seconds. This ability can stack twice. 30AP, Instant Cast, No CD

R10. Guard <Core Ability> You defend one of your group mates and try to take attacks meant for them. As long as you are within 30 feet of them, any damage that they suffer will be split evenly between the two of you, and 35% of all the hate they cause will be redirected to you. No Cost, Instant Cast, No CD

R10. Hold The Line <Core Ability> Requires Shield. You focus your defenses against enemy fire, increasing your chance to dodge and disrupt by 45% for 12 seconds. You will also defend all allies behind you, up to 50 feet away, increasing their chances to dodge and disrupt by 15% as long as they remain at your back. Allies may have this effect stacked on them up to 3 times. This effect will end if you break your concentration or run out of action points. 20AP/sec, 12s Cast, No CD

R10. Rouncey <Cavalier> You call to your side a swift steed with no fear of battle. Summoning a Rouncey grants you the Mindset of the Gallant which increases both yours and your pet’s initiative by ‘x’ for 15 minutes. Your Mindset will persist if your War Charger is killed until you summon a different War Charger or the timer expires. Your Rouncey has the ability ‘Charge’ which increases your War Charger’s speed to 50% for 10 seconds; this ability has a 30 second cool down. 40AP, 2s Cast, 30s CD

R10. Destrier <Paragon> You call to your side a massive steed with no fear of battle. Summoning a Destrier grants you the Mindset of the Defender which increases both yours and your pet’s toughness by ‘x’ for 15 minutes. Your Mindset will persist if your War Charger is killed until you summon a different War Charger or the timer expires. Your Destrier has the ability ‘Rein In’ which knocks your opponent down for 3 seconds; this ability has a 30 second cool down. 40AP, 2s Cast, 30s CD

R10. Courser <Paladin> You call to your side a fierce steed with a taste for blood. Summoning a Courser grants you the Mindset of the Reclaimer which increases your weapon skill by ‘x’ for 15 minutes and increases your pet’s strength by half your strength for 15 minutes and allows them to auto attack your enemy. Your Mindset will persist if your War Charger is killed until you summon a different War Charger or the timer expires. Your Courser will gain the ability ‘Hind Kick’ which knocks your opponent back a long distance; this ability has a 30 second cool down. 40AP, 2s Cast, 30s CD

R11. Gallantry War <Racial Tactic> You heed the call to war and your Action Points pool is increased by 50

R14. Press On, Men! <Paladin> You rally all allies within 30 feet of you increasing the rate they regain Action points by 20% for 5 minutes. Requires Courser. 50AP, Instant Cast, No CD

R15. Death of Gilles <Tactic> Your chance to dodge enemy attacks is increased by 15%

R16. Champion’s Challenge <Archtype Morale 1> Both you and your target are held tightly in place for 10 seconds, and neither one of you can move. This effect cannot be dispelled or broken.

R16. Lance Charge! <Cavalier> You arm yourself with a heavy lance and charge at your enemy dealing ‘x’ damage and staggering them for 4 seconds. There is a 50% chance you will be dismounted after this ability hits. Requires Rouncey and ‘Charge’ ability. Requires Great Weapon. 35AP, Instant Cast, 30s CD

R18. Aura of the Grail <Paladin> You are blessed with the Grail and gain a magical damage absorb shield for 10 seconds which absorbs ‘x’ damage. 35AP, Instant Cast, 30s CD

R19. Rugged <Archtype Tactic> Increases Toughness by 160

R20. Raze <Archtype Morale 2> Repeatedly attack all enemies in a line in front of you, inflicting 300 damage every second for 3 seconds, up to 65 feet away.

R20. Face Your Judgement <Challenge> You challenge all opponents in front of you, forcing monsters to attack you. While challenged, your opponents will deal 30% less damage to everyone other than you. This effect will fade after 15 seconds or after your opponent has hit you 3 times. 30AP, Instant Cast, 30s CD

R30. Flash of Light <Core Ability> You blind your opponents with the purest light, rooting up to four enemies in place for 10 seconds. There is a 50% chance of the root breaking with every hit. 30AP, Instant Cast, 60s CD

R36. Channeling Salvation <Grail Knight Morale 3> You channel the powers of the Lady of the Lake, for the next 10 seconds no one in your group can be critically hit. This ability will end if you break your concentration.

R37. Stick Together! <Tactic> Graceful Stroke and Defensive Attack will affect your guard if they are within 50 feet of you.